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[P4A] Akihiko Combo & Gameplay Discussion Thread

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Main_Header_Combo_Thread.png

Credit to Kurushii for Graphical work.

Contents

1.) Introduction

2.) Main Combos

2A.)
Mid-screen

2B.)
Corner

3.) Cyclone Gauge Data

4.) Pressure & Blockstrings

5.) Defense

Info_Bar_c01.png

Graph.png

Refer to the wiki for more detailed data.

  • This thread is for posting any and all combos for CHARACTER. This thread will be updated continuously over time so all contributions are welcome. Info will be coming soon!
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    [table=width: 710, align: center]
    General Notations UsedSpecial Notation Used

    [table=width: 335, class: grid]


    j.Jump
    sj.Super Jump
    iad.Instant Air Dash
    mj.Mini Jump
    dj.Double Jumpjc.Jump Cancel
    sjc.Super Jump Cancelji.Jump Install
    dc.Dash Cancelsc.Super Cancel
    CHCounter HitFCFatal Counter
    OMCOne More CancelOMBOne More Burst
    AOA-CAll-Out Attack ending with C finish
    AOA-DAll-Out Attack ending with D finish
    QEQuick EscapeATAir Turn
    (N)Attack must deal N amount of hits.
    [???] xNRepeat ??? N amount of times.[/table]


    [table=width: 335, class: grid]
    {0000}DamageSP:SP Gain
    >Next attack
    =>Kill Rush (236a/b) Followups
    TextChallenge Mode Combos[/tr][/table][/td][/tr][/table]

    Info_Bar_c02.png



    2A.) Mid-screen

    Normals

    5a Starters
    • -5aa > 5b > 2b > 236a => 4a => 6b {2.4k}
    • -5aa > 5b > 2b > 2a+b > 236a => 6b {2.6k}
    • -5aa > 5b > 2b > 236a+b => 4b => 6d => b+d > 2a+b > 236a =>6b {3360}

      !!25 SP Required!!


    • -5aa > 236a > a+b+d > 5b > delay j.b > 5aaa => 4a > b+d (1)> 236236b {4196}

      !!50 SP and Burst Required!!


    • -5aa > [5b (1) > delay j.b] x3 > 5b > 2a+b > 236a => 6b

      !!Character Specific on Mitsuru, Yosuke, Yuu, and Akihiko!! !!Point Blank Range only!! !!Standing Hit only!!


    • -5aa > 5b (1) > 236b => 6c => b+d > 5aa > 2a+b > 236a => 6b {3.1k}

      !!Crouching Confirm!!


    • -5aa > 5b (1) > 236b => 4c => b+d > 5b > j.b > j.a > 2b > sj.b > j.214a {3000}

      !!Crouching Confirm!!


    • -5aa > 5b > 2b > 236a+b => 4b => 6c => 6b => 236236b {4.8k}

      !!75 SP Required!!



      2a (Specific) Starters

      • -2a > 2b > 236a => 4a => 6b {1.7k}
      • -2a > 2b > 236a+b => 6d => b+d > 5aa > 2a+b > 236a => 6a {2.8k}

        !!25 SP Required!!


      • -
      • -

        5b Starters
        • -5b > 236a+b => 6d => b+d > 5b > j.b > 5aa > 2a+b > 236a => 6b {4.3k}

          !!25 SP Required!!


        • -5b > 236a+b => 6d => b+d > [5b > j.b] x2 > j.a > 2b > sj.b > j.214a {4.1k}

          !!25 SP Required!!


        • -5b > 236a+b => 6d => b+d > 5aaa => 4a => 4c => 6b => 236236b {4.1 - 5.4k}

          !!75 SP Required!!


        • -5b > 236a+b => 6d => b+d > 5aaa => 4a => 4c => 2a+b => 236236b {5.1k}

          !!75 SP Required!!


        • -5b FC > 236b => 6c => b+d > [2b > j.b] x2 > 5aaa => 4a => 4c => 6b => 236236b {5850}

          !!50 SP Required!!


        • -5b FC > 236b => 6c => b+d > 2b > j.b > 5b > j.b > 5aaa => 4a => b+d > 236236b {5.5k}

          !!50 SP Required!!


        • -5b FC > 236b => 6c => b+d > 236236c > 236c (cross under) > [5b > j.b] x2 > 5aa > 2a+b > 236a => 6c => 6a => 236236b {5905}

          !!100 SP Required!!


        • -
        • -
        • -

          2b Starters
          • -2b (air hit) > sj.a > j.b > j.214a {1.7k}
          • -2b CH (air hit) > j/4 > j.66 > j.b > [5b > j.b] x2 > 5aa > 2a+b > 236a => 6b {3.3k}
          • -2b CH (air hit) > 214c => 6c => b+d > [5b > j.b] x2 5aa > 2a+b > 236a => 6b {3850}
          • -

            5c Starters
            • -5c > a+b+c > 662a > [5b > j.b] x2 > 5aa > 2a+b > 236a => 6b {4.1k}

              !!50 SP Required!!


            • -
            • -
            • -

              a+b Starters
              • -AOA-C > sj.a > j.b > j.214a {2.8k}
              • -AOA-C > sj.a > j.b > j.a > dj.b > j.214a {3.1k}

                !!Fatal Counter Finish Required!!



                2a+b Starters

                • -2a+b > a+b+c > 662a > [5b > j.b] x2 > 5aa > 2a+b > 236a => 6b {3.6k}

                  !!50 SP Required!!



                  Throw Starters

                  • -c+d => 4a => 6b {1.3k}
                  • -c+d (lvl 1 Cyclone) => 4a => 6b => 236236b {3.1k}

                    !!50 SP Required!!


                  • -c+d (lvl 2 Cyclone) => 4a => 6d => 4b (Max Charge) => 4d => 6b {1850}
                  • -c+d (lvl 2 Cyclone) => 4a => 6d => 4b (Max Charge) => 4c => b+d > 2a+b > 236a => 6a {2050}
                  • -c+d CH > 665b > 2b > 2a+b > 236a => 6b {2.1k}
                  • -

                    j.a Starters
                    • -j.a CH > [5b > j.b] x2 > 5aa > 2a+b > 236a => 6b {3k}

                      j.b Starters
                      • -j.b > 2b > 236a+b => 6d => b+d > 665b > j.b > 5aa > 2a+b > 236a => 6b {4.1k}

                        j.c Starters
                        • -j.c CH > 236c => 6a {2650}
                        • -j.c CH > 236a OR 236a+b => 6b {3.2k}

                          Air Throw Starters
                          • -j.c+d > a+b+d > 5aaa => 4a => 4c => 6b => 236236b {4.7k}

                            !!50 SP and Burst Required!!



    Skill / Boost Skill Starters

    R-Action Starters
    • -b+d (lvl 2 Cyclone) > 5aaa => 6b {2k}
    • -b+d (lvl 2 Cyclone) > 5b > j.b > j.a > 2b > sj.b > j.214a {2.2k}

      Kill Rush Starters (236a/b)
      • -236a CH => 6c => b+d > 5b > j.b > 5aaa => 6b {3.3k}
      • -236a CH => 6c => b+d > 5aaa => 4a => 6c => 6b => 236236b {4.7k}

        !!50 SP Required!!


      • -236a+b => 6c => b+d > 5b > j.b > 5aa > 2a+b > 236a => 6b {3.9k}

        !!25 SP Required!!


      • -

        Boomerang Hook Starters (=> 4a/b)
        • -* => 4a (lvl 2 Cyclone) => 6b > 5aa > 2a+b > 236a => 6b {3k}
        • -* => 4a (lvl 3 Cyclone) => 4d => 6d => 4b => 4d => b+d > 5b > j.b > 5aa > 2a+b > 236a => 6b {4150}
        • -* => 4a+b FC (lvl 3 Cyclone) => 6c => 4b (Max Charge) > 5c > a+b+d > 5aa > 2a+b 236a+b => 6c => b+d > 2b > j.b > [5b > j.b] x4 > 5aa > 236c => 6a => 236236b => 236236b {10363}

          !!150 SP Required!!



    SP Skill / Awakening SP Skill Starters

    • -
    • -
    • -
    • -

    2C.) Corner

    Normals

    5a

    [*]-5aa > 5b > 236a => 4a => 6b => 236236b {4k}

    !!50 SP Required!!

    [*]-5aa > 5b > 2b > 2a+b > 236a => 4a => 6c OR 4c => b+d > 2a+b > 214c => 6a {3.2k}

    [*]-5aa > 5b > 2b > 2a+b > 236a => 4a => 6b => 236236b {4.4k}

    !!50 SP Required!!

    [*]-

    2a Starters

    [*]

    [*]-

    [*]-

    [*]-

    5b Starters

    [*]-5b > 2b > 2a+b > 236a => 4a => 6c OR 4c => b+d > 2a+b > 214c => 6b {3.6k}

    [*]-5b FC > 236b => 6c => b+d > [2b > j.b] x2 > 665b > j.b > 5aa > 2a+b > 236a=> 6c => 6a => 236236b {6150}

    !!50 SP Required!!

    [*]-5b FC > 236b => 6c => b+d > [2b > j.b] x2 > [5b > j.b] x2 > 5aa > 2a+b > 214c => 6a => 236236b => 236236b {7150}

    !!100 SP Required!!

    [*]-5b FC > 236b => 6c => b+d > [2b > j.b] x2 > [5b > j.b] x2 > 5aa > 2a+b > b+d (1) > 236236b => 236236b => 236236b {7.8k}

    !!150 SP Required!!

    [*]-5b FC > 236b => 6c => b+d > 2b > j.b > 5b > j.b > 5aaa => b+d > 236236b > 236236b {6.5k}

    !!100 SP Required!!

    [*]-5b FC > 236b => 6c => b+d > 2a > j.a > j.b > 5aa > 2a+b > 236a => 4b => 4d => 4a => [4d => 4b] x3 => 236236b {4.3k}

    !!50 SP Required!!

    [*]-5b FC > 236b => 6c => 4c => b+d > [2b > j.b] x2 > [5b > j.b] x2 > 5aa > 2a+b > 214c => 6a => 236236b => 236236b {7164}

    !!100 SP Required!! !!Near Corner!!

    [*]-5b FC > 214c => 6c => b+d > [2b > j.b] x4 > 5aa > 2a+b > 236a => 6c => 6a => 236236b {6.1k}

    !!50 SP Required!!

    [*]-5b FC > 214c => 6c => b+d > [2b > j.b] x5 > 5aa > 2a+b > 236c => 6a => 236236b => 236236b {7.1k}

    !!100 SP Required!!

    [*]-5b FC > 214c => 6c => b+d > [2b > j.b] x5 > 5aa > 2a+b > 236a => 236236b => 236236b => 236236b {7.8k}

    !!150 SP Required!!

    [*]-5b FC > 5c > a+b+d > 5c > 2b > j.b > 5b > 236b => 6c => b+d > 2b > j.b > 5aa > 2a+b > 236a => 6c => 6a => 236236b {8296}

    !!50 SP and Burst Required!!

    [*]-5b FC > 5c > a+b+d > 2c > 2a > 2a+b > 236a+b => 6c => b+d > 2b > j.b > 5b > 236b => 6c => b+d > 5b > 236a => 6c => 6a => 236236b {8947}

    !!75 SP and Burst Required!!

    [*]-5b (1) FC > 236c => 665c > a+b+d > 2c > [2b > j.b] x2 > 5b > 2b > sj.b (1) > j.214b => 6d => 4c => b+d > 2a+b > 236a => 236236b => 236236b => 236236b {9.5k}

    !!150 SP and Burst Required!!

    2b Starters

    [*]

    [*]-

    [*]-

    [*]-

    5c Starters

    [*]

    [*]-

    [*]-

    [*]-

    a+b Starters

    [*]-AOA-D > [6b > j.b] x2 > 2a > 236a => 6c => 6a {3.4k}

    !!Fatal Counter Finish Required!!

    [*]-AOA-D > 2b > j.b > 5b (1) > 236b => 4b => 6b {3.6k}

    !!Fatal Counter Finish Required!!

    [*]-AOA-D > 5b > 236b => 6c => b+d > 2a > 236a => 6c => 6a {3.7k}

    !!Fatal Counter Finish Required!!

    2a+b Starters

    [*]-2a+b > 236a => 6c+d => b+d > 665b > j.b > 5aaa => 6b {3.5k}

    !!50 SP Required!!

    Throw Starters

    [*]-c+d CH > 665b > 2a+b > 236a => 6c => 6a => 236236b {3.6k}

    !!50 SP Required!!

    j.a Starters

    [*]

    [*]-

    [*]-

    [*]-

    j.b Starters

    [*]

    [*]-

    [*]-

    [*]-

    j.c Starters

    [*]-j.c CH > 236a+b => 6c => b+d > [5b > j.b] x2 5aa > 2a+b > 236c => 6a => 236236b => 236236b {8k}

    !!125 SP Required!!

    [*]-j.c CH > 236b => 6c => b+d > [5b > j.b] x2 > 5b > 236a => 6c => 6a => 236236b {7k}

    !!50 SP Required!!

    [*]-j.c CH > a+b+c > 5c > a+b+d > 2a+b > 236a => 6c => b+d > [5b > j.b] x2 > 5aaa => 6b => 236236b => 236236b {9624}

    !!150 SP Required!! !!Near Corner!!

    [*]-j.c CH > a+b+c > 5c > a+b+d > 2a+b > 236a+b => 6c => b+d > [5b > j.b] > x2 > 5aa > 2a+b > 236a => 6c => 6a => 236236b {9224}

    !!125 SP Required!! !!Near Corner!!

    [*]-j.c CH > a+b+c > 5c > a+b+d > 236b => 6c => b+d > 214214d > 5c {6652}

    !!100 SP Required!! !!Near Corner!!

    Air Throw Starters

    [*]-j.c+d > 2a > 2b > sj.a > j.b > j.214a {2.5k}

    [*]-j.c+d > 2a > 236a => 6c => 6a {2.6k}

    [*]-j.c+d > 665b > j.b > 5aa > 2a+b > 236a => 4c => 6a => 236236b {4.9k}

    !!50 SP Required!!

    Skill / Boost Skill Starters

    [*]-

    [*]-

    [*]-

    [*]-

    SP Skill / Awakening SP Skill Starters

    [*]-

    [*]-

    [*]-

    [*]-

    Info_Bar_03.png

    Moves that build Cyclone Gauge

    Whenever Akihiko performs a Kill Rush follow up, the gauge increases by 1 (max 3). Here is a list of moves that can go into Kill Rush Follow ups.

    Moves that benefit from the Cyclone Gauge

    ~updates coming soon~

[*]All out Attack

[*]Sweep

[*]Double Upper

[*]Boomerang Hook

[*]Corkscrew

[*]Cyclone Upper

[*]Kill Rush

[*]P/Auto Combo

[*]Ducking

[*]Weaving

[*]Dodge Strike

[*]Assault Dive

[*]Cyclone Upper

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reserved for

Info_Bar_c04.png

Pressure/Blockstrings/Confirms

Pressure

Akihiko is a boxer. So he has all the boxing pros;

  • High Damage
  • Fast Jabs

    -But all the boxing cons;

    • Short Range
    • Poor Air game
    • Low flexibility Pressure

    All these cons come into play when Akihiko needs to pressure his opponent. His pressure is solid, but he has to commit to if if he takes it far enough. It is important to pick your times to commit to pressure, if at all.

    5a/2a - Your main jabs and what will start some of your pressure, 5a is even, 2a is -1, be wary of this. Since it's 5 frames, you are generally in the plus.

    5b - is usually filler, but it can be a starter in case to catch mashing or jump outs.

    2b - More filler.

    5c - Good move regardless of if you're committing or not, fast overhead, dash cancellable, good damage on CH

    2c - similar, but with some ups and down distinctive to it. It's slower, has less range, but is safer.

    236a - This is where you start to commit, Kill Rush increases your options to having actual mix up, but here you have to commit to your pressure.

    => 4a/b - Boomerang Hook is usually just filler, but the b version has +3 opening up some options.

    2a+b - The Sweep is more filler that turns your pressure into mix up, with proper conditioning to the c attacks, it's worth noting that the higher level your Cyclone gauge is, the safer this is on block.

    c+d - Throw is another great option to expand your resources, the damage isn't much, but it's still a good option, lower levels can be reset into another throw.

    a+b - All out attacks becomes faster with increased Cyclone levels, and it can earn at least 3k in the corner.

    ~More info coming soon~

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Defense

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Here's some combos from http://www.youtube.com/watch?v=TdolYHL7EO0&list=FLDT-L_kWnb78DophWIZxPiw&index=15&feature=plpp_video

Used numpad notation, I'll continue to pick out some more combos after I eat lol. For now, here's what I have. I double-checked them, so they should be accurate. I've got the times labeled for reference if anyone needs to see what they look like. Obviously feel free to put them in the combo sections they belong in lol.

(this is ok right? I hope there isn't a character limit or something, but if there's a problem just tell me. not so good at this forum stuff)

EDIT: Oh poopy, I didn't put in arrows between moves.

EDIT2: Added rest of combos picked from video

EDIT3: I've got the specifics on which characters you can do the possible fuzzy guard setups on, except I'll post them later. I might be able to do Aki's 30th challenge lol.

Akihiko Combos (P4U Akihiko Sanada Combos):

5B 2B 2AB 236A 4A 6C/D BD 2AB 236C/D 6B Cyclone Upper x2

(Corner, 6322 dmg, req 100 SP)

5B FC 236B 6C/D BD 2A j.c. j.A j.B (land) 5AA 2AB 236A 4A 4C 4A (4C 4B x2) 4D Cyclone Upper

(3:07, Corner Fatal, 5865 dmg, req 50 SP, pretty SWAG) (optional 4D 6B ender, beware of quick tech due to proration)

5B FC 214C 236C/D BD 2C j.c. j.C (land) (5C j.c j.C x2) (land) 5AA 2AB 236A 6C 6B Cyclone Upper

(3:35, Midscreen fatal corner carry, 5987 dmg, req 50 SP)

5B FC 236B 4C/D BD Thunder Fists 236D (5B j.c. j.C x2) (land) 5AA 2AB 236A 6C Cyclone Upper

(4:21, Reverse corner carry fatal, 5905 dmg, req 50 SP)

5B FC 5C OMB dash-cancel (2B j.c. j.B (land) x2) (5B j.c. j.B (land) x2) 5AA 2AB 236A 6C Cyclone Upper

(4:36, Midscreen fatal corner carry, 6939 dmg, req 50 SP) (optional 2AB 236C 6A Cyclone Upper x2 ender, 7719 dmg, req 100 SP)

2B AA CH sj.c. j.A j.B j.214A

(5:19, Anti-air, 1567 dmg)

2B AA CH bj.c. delayed airdash j.B (land) (5B j.c. j.B (land) x2) 5AA 2AB 236A 6B

(5:24, Midscreen corner carry, Anti-air, 3345 dmg)

2AB 236A 6CD BD 5B j.c. j.B (land) 5AAA 6B

(5:32, Corner, off sweep, 3464 dmg)

2AB OMC 2A (5B j.c. j.B (land) x2) 5AA 2AB 236A 6B

(5:42, Midscreen corner carry, off sweep, 3268 dmg) (optional same combo with 5C OMC starter, 4068 dmg)

236C/D/CD CD 4A(lvl2) 6B(lvl3) Cyclone upper

(6:02, Off throw, start with Cyclone Gauge lvl 1, 3136 dmg, req 50 SP)

(various ways to start) CD 4A 6C/D 4B (fully charged) 4D 6B Cyclone Upper

(6:12, Anywhere, start with Cyclone Gauge lvl 2, 3546 dmg, req 50 SP)

(various ways to start) CD 4A 6C/D 4B (fully charged) 4D BD 2AB 236C 6B

(6:23, Anywhere, start with Cyclone Gauge lvl 2, 2189 dmg)

CD CH 66 5B 2B 2AB 236A 6B

(6:33, Anywhere, Throw counter, 2028 dmg)

j.A CH (land) 66 (5B j.c. j.B (land) x2) 5AA 2AB 236A 6B

(6:50, falling j.A air-to-air CH, 2940 dmg)

j.B (land) 2B 235 AB 6C/D BD 66 5B j.c. j.B (land) 5AA 2AB 236A 6C 6B Cyclone Upper

(6:58, Falling j.B on standing opponent, 5702 dmg, req 50 SP)

j.B (land) 2A (5B j.c. j.B (land) x2) 5AA 2AB 236A 6B

(7:12, Falling J.B air-to-air, 3041 dmg)

j.C CH (land) 236B 6B

(7:25, j.C ground CH, 3409 dmg)

j.C CH (land) 66 (5B j.c. j.B (land) x2) 5AA 2AB 236A 6C 6B Cyclone Upper

(7:29, Near opponent, 6419 dmg, req 50 SP)

j.C CH 236AB 6C/D BD (5B j.c. j.B (land) x2) 5AA 2AB 236C 6B Cyclone Upper x2

(7:42, j.C Corner CH, 8236 dmg, req Awakened State with 125 SP)

j.CD (land) 2A 236A 6C 6B Cyclone Upper

(8:00, Off air throw in corner, 4250 dmg, req 50 SP)

j.CD (land) 2A 2B sj.c. j.A j.B 214A

(8:11, Off air throw in corner, 2408 dmg)

j.CD (land) 66 5B j.c. j.B (land) 5AA 2AB 236A 6C 6B Cyclone Upper

(8:17, Off air throw in corner, 4839 dmg, req 50 SP)

j.CD OMB (land) 66 5AAA 4A BD (1) Cyclone Upper

(8:29, Off air throw anywhere, 4256 dmg, req 50 SP + burst) (alt. followup ->66 5B j.c. j.B (land) 5AAA 6A) (3160 dmg)

AOA-C j.c. j.A j.B 214AB (land) BD (1) Cyclone Upper

(8:58, off AOA-C anywhere, 4186 dmg, req 75 SP)

AOA-D 5B 236B 6C/D BD 2A 236A 6C 6B Cyclone Upper

(9:32, off AOA-D in corner, 5356 dmg, req 50 SP)

(various ways to start) > BD(lvl2) 5AAA 6A

(9:47, off FA lvl 2 anywhere, 2199 dmg)

(various ways to start) > BD(lvl2) 66 5B j.c. j.B j.A (land) 2B sj.c. j.B 214A

(9:53, off FA lvl 2 anywhere, 2327 dmg)

(various ways to start) > 4AB FC 5C OMB 66 (2B j.c. j.B (land) x2) (5B j.c. j.B (land) x2) 5AA 2AB 236A 6C 6B Cyclone Upper

(10:40, FC off EX Boomerang Hook(lvl3) in corner, 8046 dmg, req 75 SP + Burst)

(various ways to start) > 4AB FC 5C OMB 5C (near max vertical height) (2B j.c. j.B (land) x3) (5B j.c. j.B (land) x2) 5AA 2AB 236C 6B Cyclone Upper x2

(10:57, FC off EX Boomerang Hook(lvl3) in corner, 9918 dmg, req 125 SP + Burst)

(various ways to start) > 4AB FC 5C OMB 5C (near max vertical height) (2B j.c. j.B (land) x2) (5B j.c. j.B (land) x2) 5AA 2AB 236AB 6B Cyclone Upper x2

(11:18, FC off EX Boomerang Hook(lvl3) in corner, 10189 dmg, req 150 SP + Burst)

(various ways to start) > 4AB FC 5C OMB 5C (near max vertical height) 2B j.c. j.B (land) 5AA 2AB 236AB 4A 4C 4A 4D BD 2AB 236C 6B Cyclone Upper x2

(11:40, FC off EX Boomerang Hook(lvl3) in corner, 10296 dmg, req 150 SP + Burst)

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Made new post for the sake of not being too cluttered lol.

Here's the details of the fuzzy guard stuff.

Basically, the first 'loop' (I'll just call it that because it's easier) works on characters with taller hurtboxes. From what I noticed, there's three groups of character's stances, at least that Aki can reach. There are taller characters that his rising j.A will hit them on standing. Then there's some characters with hurtboxes that the rising j.A whiffs, but a rising j.B will hit and you can continue with a slightly different loop. Then there are characters you just can't do it on.

Here's the characters -

Taller: Yu, Mitsuru, Elizabeth, Yosuke

Shorter: Yukiko, Chie

Impossible to do on: Kanji, Akihiko, Labrys, S. Labrys, Naoto, Aigis, Teddie (everyone else basically)

So for the first loop, using only A, working only on taller characters, is...

5A j.c. j.A j.A j.A (land) repeat

5A j.c. j.A j.B (2) j.A (land) repeat {note; this one is probably the easiest to get a fuzzy off of if you jump cancel after the last 5A in the air into either a j.A or j.B. practicality unknown}

5A j.c. j.A j.B (1) j.A j.A (land) repeat

Honestly there's a ton of variations, so I'll just post those.

Next is shorter characters...

5A j.c. j.B (1) j.A j.A (land) repeat {note: this is the default loop for these, ONLY the rising jump B with hit them while standing}

5A j.c. j.B (2) j.A (land)

======================

Next I have a list of moves for each character, if any, that Aki's 214C (or 214D if you want to move back) will cause to whiff.

Yu: 5A, 5B 236C, j.C (height/distance specific), 5C

Yosuke: j.A, 5D (first hit only)

Yukiko: 5B, 2B (assuming she would even throw a fan out when you're that close and on the ground), 236236C

Chie: j.A, 214C/D, j.C (height/distance specific)

Naoto: 5A, A Snipe, C snipe

Aigis: 5A, j.A, 236A/B/AB, j.C

Kanji: null

Teddy: 5B

Mitsuru: 5A, 4..6A/B/AB, rising j.B, 5D

Labrys: 236A/B, j.D, 236A/B

S. Labrys: -same as Labrys- (no other different moves will whiff)

Akihiko: 5A, j.C (height specific, must be very high i.e. at the peak of his super jump)

Elizabeth: j.A, 5B, j.B

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Some stuff i tried.

All of these are in CH dmg

6AB followups do more dmg and launch higher.

Lvl0 B+D -> 990dmg

Lv1 B+D -> 1155dmg, Launches a little higher + more hitstun

6A -> 1540dmg

6B -> 1760dmg

4A -> 660dmg

4B -> 880dmg

Lv2 (slightly more hitstun than Lv1)

B+D -> 1320dmg, Launches a little higher + more hitstun

6A -> 1694dmg wallbounce

6B -> 1936dmg wallbounce

4A -> 825dmg

4B -> 1100dmg

Lv3 B+D -> 1320dmg, Launches a little higher + more hitstun

6A -> 1848dmg stagger(launch on any hit after)

6B -> 2112dmg stagger(launch on any hit after)

4A -> 990dmg stagger(launch on any hit after)

4B -> 1320dmg stagger(launch on any hit after)

Not exactly sure how you lose the cyclone gauge but from what I see, You lose it after about 10-20f of not cancelling to followups/using specials. It's also possible that you lose it all by not cancelling into another special and doing a normal after a special. Would be great if anyone would confirm if this is correct.

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Some stuff i tried.

*stuff*

Not exactly sure how you lose the cyclone gauge but from what I see, You lose it after about 10-20f of not cancelling to followups/using specials. It's also possible that you lose it all by not cancelling into another special and doing a normal after a special. Would be great if anyone would confirm if this is correct.

That's pretty much how it works. If you don't cancel into a move that ups the Cyclone Gauge after a move that allows it, you'll lose your level. Not sure about frames, but I think it's for as long as the move will last on its own. Also, doing a normal like 2AB (I'm not sure you can really do any other normal while using moves that up the gauge lol) or doing 2AC will cancel it also. Anything that can be canceled into from a gauge-upping move that doesn't actually raise the gauge will cause it to fall to 0.

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Good for the wiki.

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Here's a 5B FC meterless combo, pretty similar to other combos but just without the super. FC 5B > 236B > 6C > BD > 2B > [j.B > 5B]x3 > 5AA > 2AC > 236A > 6B [4.4k] I've been annoyed about getting BD'd on oki every time but with 5k punishes it's not so bad.

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Here's a 5B FC meterless combo, pretty similar to other combos but just without the super. FC 5B > 236B > 6C > BD > 2B > [j.B > 5B]x3 > 5AA > 2AC > 236A > 6B [4.4k] I've been annoyed about getting BD'd on oki every time but with 5k punishes it's not so bad.

Totally agree lol. The times that you do bait a DP are really painful for the other person. Also you're using Aki, Delta?

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I just wasted 20 minutes because of ShelledMenace's combo video transcription error. In the second combo he lists, which starts at around 3:00 in the video, when you first enter the 4c 4a loop, do not attempt 2AB 236a 4c 4a. Fatal counter or not, you just won't manage to make it work. I went back and watched the video very closely, and he only has cyclone gauge level 1 when his first 4a connects.

After discovering this and bringing it back to practice with, I attempted this change and it worked perfectly, up until I was hitting the third 4a. The third 4a was falling through and the combo was dropping because a 4C does not keep Akihiko in the cyclone state for long enough to tack another 4a on. I re-referenced the video to figure out the problem, and indeed the two last "4a"s were making a deeper sound on contact and doing more damage than the ones in my training mode.

They were 4Bs.

The verdict? The real combo transcription is

5B FC 236B 6C/D BD 2A j.c. j.A j.B (land) 5AA 2AB 236A (4A 4C 4A 4C)x2 4B 4C 4B 4D Cyclone Upper

ShelledMenace, if you could please swap this in for what you've posted via edit, that would be great.

Some players may not wait to read Page 2 before they've practiced the combos you've transcribed.

Edited with further info (about the 4as being 4bs)

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Sure thing, sorry I messed that one up. I have to say I'm pretty much positive all the other ones work, but I really don't understand the proration on the boomerang hooks, nor do I get the combos that revolve around them either. I transcribed the combos the day I got the game, so I was sort of rushing. I know I edited the combos a few times before Skye put them in the thread, but yeah. Sorry.

I'm not the mod so I can't edit, but I'm sure Skye can~_~$(#@($@#)$*#!4

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Don't worry too much about it, that combo is a pain in the ass anyway. Even if I'm feeling flashy I probably won't go for it, there are just too many ways it can drop.

It can drop if you hit the first 4a too early, it can drop if you hit the second 4a too early, it can drop if you hold the first 4b too long, it can drop if you don't hold it long enough.

Even for a flashy combo you're better off looking for something else. It's only redeeming feature is high damage to meter ratio.

Even if I had 50 meter and the 5b fatal counter connects and ONLY THAT COMBO CAN KILL THEM, I wouldn't have the presence of mind to go for it.

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lol, because I transcribed that combo wrong I am now going to force myself to only do that combo on fatal until I get it down. anyway I'll try to check the other combos too just in case.

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lol, because I transcribed that combo wrong I am now going to force myself to only do that combo on fatal until I get it down. anyway I'll try to check the other combos too just in case.

It aint even that bad after I've grinded it for an hour. I got the planetary titleholder's word on it and apparently the good japanese akihikos do go for it.

The biggest breakthrough is in figuring out how late you can do the 4as and get away with it. Once you've done that, you won't get that nasty accidental crossup problem anymore.

I didn't think I'd ever complain about powerful moves carrying me forward, but here I am, huh

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It won't work unless you have 2 or more cyclone gauge when B+D is performed. You need a cancel into a cancel into B+D. For example, you can do 214C and then 6D~B+D to slide right into their face and do a late DP like a scumbag.

I don't suggest going for this unless you are immune to the police.

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having trouble landing 5B into J.B after B+D.

any tips

As Darcius said, you need at least a 2 or more on the Cyclone gauge. If you've got that and having trouble landing the 5B, try micro-dashing after the BD. I personally think its easier landing the 5B after dash canceling the recovery of BD.

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thank for the tips and i can land the first 5B now, but im having trouble landing a second 5b after the after i land from the j.B

Is there some specific timing to make it so u can land a second 5B before they recover?

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^Which combo are you trying to do?

I haven't worked with the 5B>j.B variation of his loop yet, but if its anything like the 2B>j.B version, you'll want to make sure the 5B hits your opponent fairly low to the ground and you delay the j.B VERY slightly so that you land and have time to land the 5B before the opponent techs out.

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